Struct EntityChanges
Contains all the changes needed to convert and revert a world from one state to another.
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
public readonly struct EntityChanges
Remarks
Changes that convert a world from one state to another are called forward changes. Changes that revert the world from one state to another are called reverse changes. EntityChanges store the changes in unmanaged memory. Call Dispose() to free the used memory
Constructors
Name | Description |
---|---|
EntityChanges(EntityChangeSet, EntityChangeSet) | Initializes a new instance of the EntityChanges. |
Properties
Name | Description |
---|---|
AnyChanges | Checks if there is any forward or reverse change |
ForwardChangeSet | Access to the forward change set |
HasForwardChangeSet | Checks if there is any forward change |
HasReverseChangeSet | Checks if there is any reverse change |
ReverseChangeSet | Access to the reverse change set |
Methods
Name | Description |
---|---|
Dispose() | Disposes the memory used by the change sets |